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Riham Toulan Technical Artist.  In this session we will have a closer look at : Ryse character rigging pipeline. Character physics and Secondary animations.

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Presentation on theme: "Riham Toulan Technical Artist.  In this session we will have a closer look at : Ryse character rigging pipeline. Character physics and Secondary animations."— Presentation transcript:

1 Riham Toulan Technical Artist

2  In this session we will have a closer look at : Ryse character rigging pipeline. Character physics and Secondary animations Examples of useful rigging tools developed along production.

3 Moving the pipeline to Maya About 2o unique characters without variations Limited resources Has to be Fast, efficient and modular

4 Python generated Modular Rigging Modular Rigging : The process of creating similar rig components that can be used on different body parts and skeleton types

5 Maya plug-in Rig Parts Character Parts Character

6 Metadata Node Network Describes the relationships between nodes Keeps track of data Easier to make rigging and animations tools

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8 Instant Creation Rigs consistency Marking Menus, space switching, Ik/Fk snap etc.. Fast iterations One tool set Multiple copies of the rig in one secene

9 Secondary Animations & Cloth

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11 Less work for the animators 100% runtime simulation Animation Blending just in case.

12  Pendula  Massive sphere  Fixed Rod  Changes orientation of joint  Constrained by cones types  Good for accessories, hair and ropes  ClickMe ClickMe  ClickMe ClickMe  Springs  Massive sphere  Elastic rope  Changes translation of joint  Constrained by a scalable spheres  Good for body fat simulations and slide effect  ClickMe ClickMe

13 Physicalized joints not enough Hard to setup for a closed mesh like a skirt New in-game cloth System Lots of skirts prototyping

14 We could not apply the simulation on the render meshes We could not support layers Real Time Wrap Deformer Using a Simulation mesh Vertex colors

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16 Phys proxies setup in Maya Tied to the skeleton Bad coverage Slow Process

17 Phys Files Separate Cloth Collision proxies Multiple Proxies Real time Feedback Debugging options

18  60 Joints  Follows Character Movement  Animation Control  Layers Of Deformations  Scalable  ClickMe ClickMe

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20 Chris Evans, Ivo Herzeg, Harald Zlattinger, Alexander Raab, Mihai Francu, Bogdan Coroi, Jerome Charles, Evgeny Andreeshchev, Sascha Herfort, Franco Bresciani, Axel Gneiting, Florian Reschenhofer, Abdenour Bachir, Chris Goodswen, Min-Chih Wang, Hyejin Moon, Lars Martinsson and Many more ….


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